- r3d_open opens the window with nothing baked; r3d_load_count / r3d_load_step run the rest (sky and light, terrain, shadow and screen targets, cover and actors, grass) so a game can present a loading frame between them. r3d_init is the same calls in a row. - sky_set_quality(width): the prefiltered sky light at 256 / 512 / 1024, baked again. - post_set_msaa(samples): multisampling on OpenGL, remade in place (post_msaa_live is false on Vulkan); post_free frees the multisampled framebuffer too. - STREAM_BUDGET_US is a variable; r3d_fog_scale multiplies the fog the day sets. - Vulkan buffers carry UNIFORM_BUFFER usage: the frame's ring is bound as uniform buffers and was created without it (VUID-VkWriteDescriptorSet-descriptorType-00330, found on MoltenVK). OpenGL frames at the five viewpoints unchanged; the game's 59 self-tests pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
7 lines
507 B
Markdown
7 lines
507 B
Markdown
bump: minor
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type: feat
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**A loading screen can show the renderer's start-up as it happens.** `r3d_open(w, h, title)` opens
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the window and the graphics backend with nothing baked, and `r3d_load_count()` / `r3d_load_step(i)`
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run the rest - the sky and its light, the terrain, the shadow and screen targets, the scattered cover
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and actors, the grass - one step at a time, so a game can draw and present a frame between them.
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`r3d_init` is those same calls in a row and is unchanged for everything that uses it.
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